Balanced Annihilation 7.63

Balanced Annihilation 7.63

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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Balanced Annihilation 7.63

Post by very_bad_soldier »

Code: Select all

7.62 -> 7.63
2011/24/12:

-fixes for engine 85.0 (com ends and more)
-units die instantly now in shot down air transports
-improved unit velocities hopefully
-fixed unit animations
As a quick christmas release to fix some issues with 85.0 Behe authorized me to do the release this time. There are still bugs left but hopefully this is at least playable until more fixes are available.

Thanks to all who participated!

Download here (Dont mind the description, sorry):
http://springfiles.com/spring/games/bal ... ilation-27
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Balanced Annihilation 7.63

Post by hoijui »

mak rapid
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation 7.63

Post by Beherith »

Pinning to rapid, thanks VBS, got in some quick internets just in time!
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation 7.63

Post by REVENGE »

The transport change is a little confusing, ie, I thought it was a "feature" two versions ago?
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation 7.63

Post by Niobium »

Why'd you remove units turning at speed? That's not really 'improved unit velocities' when they have to decelerate then re accelerate to change direction.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Balanced Annihilation 7.63

Post by very_bad_soldier »

That was done as an attempt to hotfix strange unit velocities reported by users. I have to admit I didnt had the chance to play on 85 yet. Might get reverted when better solutions are available.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation 7.63

Post by ginekolog »

My observations:

- AKs and bots are fine now, they move as they should (no more stopping when giving new command)
- Vehicles ( tested raider and panther) are clumsy again, they decelerate when direction changes. I think they should be fast again.

On other mattes FPS seems much better with spring 085, congrats. :mrgreen:
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation 7.63

Post by Beherith »

Niobium wrote:Why'd you remove units turning at speed? That's not really 'improved unit velocities' when they have to decelerate then re accelerate to change direction.
Because it was making the bouncing bug worse. We will return to that when it works again.
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: Balanced Annihilation 7.63

Post by wolas »

It has hadron colider bug, which Zero-k got already fixed, I got kicked for showing it off who voted 1 must be americans :twisted:

I read some story they sued some hacker who showed some serious security bug(showed means in nice way) and he had to pay costs for fixing or whatever, he should just abused it, and company would have to fix it herself... :evil:

http://zero-k.info/Forum/Thread/1494
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[LOeT]Zinn
Posts: 33
Joined: 19 Oct 2009, 01:27

Re: Balanced Annihilation 7.63

Post by [LOeT]Zinn »

Hi,

SpringLobby-autodownloader does not work with this.

Your link does not work neither. It gives me a f....ngstu..d p...e o. s..t in form of a zip file. There is no working mirror or different location where the file can be found. Renaming zip does not work. Extracting zip, repack using 7z and renaming does not work.

But never mind - its clearly my own stupidity as there is no one else with this problem. Keep up the good work and merry Christmas!

Please do not help me as this is no support channel (because there is none) and I would stay weak and would go on wasting my time with this game.

Thank you for ignoring my bullshit.
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[LOeT]Zinn
Posts: 33
Joined: 19 Oct 2009, 01:27

Re: Balanced Annihilation 7.63

Post by [LOeT]Zinn »

Solved my problem. It is opera fucking with the download.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Balanced Annihilation 7.63

Post by knorke »

[LOeT]Zinn wrote:Solved my problem. It is opera fucking with the download.
was the comments on sf also you?
if yes maybe post you got it to work. (making ba more popular for ea etc ;) )
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Balanced Annihilation 7.63

Post by knorke »

someone make this thread sticky and unsticky the old 7.62 thread
i dont have rights lol.
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Balanced Annihilation 7.63

Post by jamerlan »

Where is "immobile builders" widget? I miss it so much! Can't find a place where I can download it.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Balanced Annihilation 7.63

Post by very_bad_soldier »

Good point, take this:
http://widgets.springrts.de/index.php#197

Well, BA includes it too since November 2011.
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Balanced Annihilation 7.63

Post by jamerlan »

very_bad_soldier wrote:...
Well, BA includes it too since November 2011.
Hm... Looks like it is broken/does not work! I can see it in widgets list but my builders are still do nothing.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Balanced Annihilation 7.63

Post by very_bad_soldier »

I guess it is only working for you for freshly build nanos but does not work after you stopped them once?
Well changed this line in the widget to something greater than 0:

Code: Select all

local idleFrames = 0
I suggest something like 50 or 60 which should restart them after about 2 seconds. Use wait to stop them correctly.

I had this configured for my version too locally. I would like to make this default for BA. Any opinions?
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: Balanced Annihilation 7.63

Post by jamerlan »

One minute sounds too long. Even 10 secons sounds too long! :-D TY for help! I will try to play with this delay.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Balanced Annihilation 7.63

Post by very_bad_soldier »

Sorry? That are not seconds, that are gameframes (25 or 30 per second, not sure). You can put it to '1' and you will notice no delay at all.
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: Balanced Annihilation 7.63

Post by jamerlan »

very_bad_soldier wrote:Sorry? That are not seconds, that are gameframes (25 or 30 per second, not sure). You can put it to '1' and you will notice no delay at all.
Sorry, I misunderstand! :oops: Super! 2 seconds is okey! Thank you for clarification!
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